I just remembered this thought and I wanted it front and center because I don't want it to get lost
MAKE MODULES MODULAR AGAIN!
So we discussed last night how current modules are not modules. Anyone who played D&D in the 80s will know that modules where only about 30 pages long and could be completed in two or three sessions. I came away after the discussion last night thinking what if we as a community put together a set of modules that are generic enough to be adapted to any ongoing campaign. A module bank if you will. I work as a public defender and my office has a motion bank so if I need a motion to suppress evidence I can find prewritten ones that I can adjust to my case. Why not do that with protective game design.
For example you know your players are going to need a sea voyage to get to a location and you think it should take two session to complete. You go to the module bank and find a sea voyage module that with a couple of tweaks will be perfect for your setting and player goals. I'm open to writing a few of these and if everyone interested does then we'd quickly have a huge module bank. We also don't need to reinvent the wheel. In my last session my players were traveling to meet a contact and they came across a farming village where the local blacksmith had been kidnapped by unknown creatures (orcs or possibly ogres but as monsters aren't know in my world the PCs have no idea what they are). I could take this and make it a module with the stat blocks and random encounter tables that I actually used in the game.
and is this something we could set up here?